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Heart of Deimos: Xaku Feedback Megathread


SilverBones

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I have had them for about a week now there is potential but also short comeings.

The passive is something new though it feels like it's not there. There is no feed back when it triggers. Maybe add that it converts a small portion of negated damage to energy. Mostly to add reward to the risk as they have the survivability of papermashay.
 
1 xatas whisper is an ability the buff is a marginal buff but is a buff. I think the ability should be given synergy with the other 3 through a secondary buff like killing mobs with void damage increases the duration, range, or efficiency of abilities for a short time. So just that hitting mobs with void damage gives a small amount of shield or energy.

Her 2 to start the simple fix. Make it recastible, it's just sad with its range to get stuck with one weapon for 30 sec when there are more we can grab. Increase it's range buy another 1or 2 meters and allow it to be cast like hydroids  barage so we can snatch problem weapons.

His 3 is a mixed bag.
 
Her ability to turn mobs is next to useless, as most of the time they have already been killed by time the animation for the cast has finished and if not they die soon after.  One idea would be to have the effected mobs turn into void ghosts on death allowing them to be a preminant distraction,  or to have them provide a buff to xaku when they are killed, like a buff to ability range,efficiency, or duration.

It's creapy scream into the void trap and defence strip ability is great it just needs that cast speed buffed and allow us to have 3 at a time over 2.

His void beam is good for cc, the damage is bad but that's okay, though it's lack luster range is not an idea would be to have it grow wider at the end, or have it vacuum up mobs into it as it's pure void. Another idea would be to have it be a short duration like 2 or 3 seconds and be a continuous beam that you can sweep and direct as you please.

4 the vast runtime needs to be explained better and telegraph more on what it is effecting to start. We need to better know the speed increase and the enemy slow.

Next is that the cost is far to high for what it gives us. But I'd rather amp the ability up than decrease it's cost. Make the slow an aura that is centered on xaku then have the self speed buff apply to casting animations or all animations, reloads, weapon swapping, recovery from knockdown,and parcore movements. Also up the evasion to something like 95% over making it DR.  This would make them feel like they were in supermode bleeding void energy out slowing mobs near them and responding much faster to things than other warframes because of it though they basicly hemorage energy as a cost. That cost being the main reason to cancel the ability as it takes to much to maintain.
 

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This is my take on a comprehensive Xaku overhaul, with rationale for all suggestions given. Mainly, Xaku's theme feels very cohesively designed, but in practice, they don't quite succeed at filling even the niche they're clearly meant to have.

Base Stats

  • They're not terrible, thematic at least, but currently Xaku is far too squishy with stats like this - dodge chance means the hits that do make it are very likely to shieldgate or kill you regardless.
    • Maybe some sprint and parkour speed would help passively with that, built on even more by Vast Untime?
    • Also, maybe some shield capacity to make Adaptation shield-tanking a little more viable when capitalizing on the dodge chance.

Passive

  • It's neat, and not bad, but it doesn't feel like it has quite enough oomph - it's a lot like Nyx's passive. Not being able to block DoT or AoE attacks is a devastating downside, however.
    • Evades like Elude really should be able to at least mitigate the damage from AOE, because that's where a lot of lethal damage comes from, often more so than actual bullets or melee. Xaku has no way whatsoever of counteracting this.
    • I like LilacCross' suggestion: Give Xaku a small amount of energy for every shot dodged - not a lot, just a comparable amount to Octavia's passive. Xaku is a very energy hungry Warframe.

Void Damage

  • Void Damage is the biggest underlying issue with Xaku. The problem is that Void is underwhelming - it has 50% penalty against all Grineer flesh and Infested Fossil enemies like Ancients, which are some of the biggest threats to prioritize in the game. It has no multipliers, making it a poor option against the faction it's specifically meant to counter, Sentients (which have standard Robotic/Ferrite, and thus have standard Damage Reduction from Ferrite armor).
  • At best, currently, it serves as a minor utility for Sentient damage adaptation, but most players bypass that with raw ability damage like Peacemaker.
  • Void Proc is also not great - it's an old proc, with no interactions with the new status system (no stacking, no CO, not even a proc icon), and its effect is fairly weak. Amps generally ignore bullet attractor completely, and on normal weapons it's often a hindrance due to spawning on center of mass, reducing damage on all hitscan weapons that rely on headshots (i.e., crit weapons) and causing issues with some projectiles (like Detron on Heavy Gunners, where the bolts just zip around the thin torso harmlessly).
  • Void Damage Suggestions:
    • Void damage should be reworked to fit more with its lore - a powerful, otherworldly force that tears through space itself. To that end, I suggest making it equivalent to True damage in multipliers - neutral to health, with complete bypass for armor and shields. It makes little sense that the Void can be stopped almost entirely by mundane armor plating when in lore it can make Sentients rot outright from sheer proximity.
    • This would make it stronger versus armor, but noticeably less damage than employing 100% armor removal and health vulnerabilities (e.g., Viral Heat versus Cloned Flesh), and significantly less than 99% armor removal and armor vulnerabilities (e.g., Radiation Cold versus 99% removed Alloy Armor).
    • The Vast Untime would interact only with Health damage, resulting in a flat 1.5x damage bonus.
    • Bosses could be an exception, with reduced mitigation values - Liches are a good example of weakening damage and status types to avoid trivializing them.
    • Alternative: Make Void neutral, but 50 or 75% bonus against all armor and shields - with The Vast Untime applying to armor/shield vulnerabilities and raising that to a cap of 100% (effectively making it True Damage only as long as the buff is present). That would make it more potent against enemies, including Sentients, while keeping the armor effects more conditional.
  • Void Proc Suggestions:
    • Void procs should be normalized, with a separate proc icon and stack counter.
    • Void proc could stand to last a bit longer; as it is, it barely survives an Operator transition.
    • The simplest option would be to make Bullet Attractor less obtrusive and more helpful, perhaps by making it spawn on heads like the Scourge throw - making the Scourge force-proc Void as an integration with this would make sense with Harrow's thematics. Alternatively or additionally, add some form of damage multiplier that compensates for the loss of headshots without being substantially more powerful or double dipping too hard with Viral.
    • One idea I had: Void procs spawn a vortex that draws enemies in, with stacks increasing radius and pulling force; damage dealt adds a very small (less than 1%) amount of lifesteal to the player attacking the procced entities. That would also indirectly increase Operator survivability, addressing two issues at once. If lifesteal is too much, maybe a periodic stagger.
    • Another idea: Create a slowing rift in an AoE, similar to a cross between Cold and Gas procs.

Abilities

  • General
    • Cast times across the board feel too slow for a Warframe this fragile. Only The Vast Untime feels like its animation really justifies the long windup, as well. While Xaku's animations are great, part of the cast animation is simply a pause to charge up power, which could be cut down by a few frames.
    • The first three abilities all need to cast more quickly, simply by cutting down a few frames or speeding up the animation. Xaku doesn't normally have room for Natural Talent due to needing all stats equally.
    • Xaku not having a "dump stat" means there's little room for QoL - you need max energy, efficiency, duration, range, and strength in large quantities to be effective. Easing at least one of those requirements would make them much more potent.
  • Xata's Whisper
    • This just isn't very impactful due to the low magnitude and the low utility of Void - currently, it only really serves as a niche utility for Sentient damage adaptation, with almost negligible damage benefits and an often undesirable (but very uncommon, due to the small base value) proc. If Void damage were more compelling, it would be both a better ability and a better Infusion.
    • Suggestions:
      • Possibly add Status Chance as a buff - that would give it a unique effect that no other ability presently grants, and address the fact that Void rarely procs except on extremely status-skewed weapons due to its low damage weighting from the buff.
      • I personally don't think it would be meta shaking to add Eidolon damage, because the meta can't actually get any faster due to animation limits - but I'm not too bothered by this either way.
  • Grasp of Lohk
    • This is a fun ability, and probably Xaku's best, but it needs work - it's slow to cast and slow to fire at low stolen gun counts, short ranged (which puts you directly in the line of fire as you try to take away enemies' ability to shoot you), and has some erratic behavior. The biggest issue is that a bad cast will lock you out of fixing it for potentially a long time.
    • Note: It's competing with the other auto-turret ability, Blaze Artillery, which after its buffs is far more potent than Grasp of Lohk in almost every way - fast and spammable, does overall more damage with better scaling, has a very useful status proc. Flechette Grenades and their high damage scaling are also a contender.
    • Suggestions:
      • First off, you should be able to recast this, adding more guns up to your cap, and refreshing duration at least up until that cap. That would mitigate the need to have a "perfect number" of enemies nearby to not be locked into a weak Grasp.
      • Second, the cast radius either needs to be larger, or it should be a targeted cast on an area, similar to Tempest Barrage with equivalent 'hold to target' mechanics. That would be much more comfortable to use for a squishy frame like Xaku.
      • Third, its targeting AI and fire rate need some adjustment - it should fire a little more often in general (but more specifically at lower gun caps, so fewer, but stronger weapons is a viable option), and it needs more intelligent targeting, as sometimes it will just stop firing and waste time on its duration.
      • Fourth, IF void damage doesn't get a buff, it could use a tiny bit more base damage - it's overall inferior to the other two auto-turret abilities even when using Vast Untime's buff.
      • Fifth, consider having this scale its cost per gun stolen, rather than making it a fixed cost, again to mitigate punishing bad casts. Something like 5 energy per gun would be fairly economical and make Xaku's spending a lot more reasonable.
  • The Lost
    • This is an interesting ability overall, but has a lot of issues: Lack of synergy, clunky casting and aiming, poor cost:benefit yield, and quite a bit of redundancy (in the case of Deny, particularly).
    • Overall: The cost of this ability could stand to be reduced to 50 - it's the kind of ability that really benefits from being cast often, and currently it has an energy economy comparable to the old Tribute before reworks to Titania. This one needs cast time reduction the most, as well, being a cycled ability.
    • Accuse: At base, it's not conceptually bad. Charm abilities aren't the most powerful, but they are good distractions. However, this really doesn't feel very effective, because that's all they do.
      • Suggestions:
        • This should be recastable, removing the original Accuse and reapplying it elsewhere. Same reasoning as Grasp suggestion.
        • Give all Accused enemies Void damage on their attacks, so they can naturally become more effective with the Vast Untime buff.
        • Possibly add some other buff or debuff to Accused foes - in the end, you want more enemies to die, so ideally they could become more vulnerable to damage themselves, have their health decay by a small percentage per second over the course of the ability (not enough to kill, but enough to weaken), gain fire rate or extra damage, or have a lasting debuff after it ends; Nyx has a damage buff and Revenant has a lingering DoT/self-propagation effect.
        • Possibly let Accused enemies be targeted by Grasp of Lohk, but make Accused enemies do something on death like explode in a blast of Void damage.
    • Gaze: It's a fundamentally solid ability, but it's also one of the most costly to make effective. Its range and duration are fairly poor for the cast time and duration, and building up to full armor strip is costly due to having a threshold of 200% strength.
      • Suggestions:
        • It would likely be fine with an increase to radius, maybe 11m for parity with Accuse, as long as cast time and cost are reduced. Otherwise, with current cast time, it needs a buff to duration as well.
        • Really though, this would just benefit from a reduction to 50 energy and a few frames less on the cast - that alone would make it a great ability.
    • Deny: This is the odd one out on Xaku's entire kit: A fairly redundant CC ability in a kit that's full of CC, that actively seems to disable synergies with other abilities that generally involve enemies moving around (like Accuse, or Vast Untime's slow effect), while not bringing enough damage to the table to justify casting. Also, its width is effectively pencil thin, making it very susceptible to camera parallax and enemy movement (especially with the sluggish cast).
      • Deny should be allowed to work on Accused enemies, removing them from the Accuse cap and maybe adding a blast of Void damage as an added synergy.
      • Its damage, like Orbital Strike, should scale by level - that's the only real way it can stand up as a damage ability, because even one shot from Grasp of Lohk outdoes it.
      • Deny needs a width at least as large as Sol Gate to be effective in terms of targeting, and maybe some kind of chaining. That or some kind of lingering Void scar that deals scaling DoT in the path of the beam.
      • The ability could have a little something extra - I'd say maybe this or Accuse could leech life, healing chip damage Xaku sustains as a dodge-based Warframe.
  • The Vast Untime
    • This is a cool ability, but it really just costs too much and gives too little. It costs as much as an old style ult like Stomp, while having a duration AND a channel - that already makes it one of the most expensive abilities in the game. Also, its buff is removed as soon as you cancel it, making the duration feel like an unnecessary punishing factor. Additionally, rather than giving Xaku the large survivability buff they need, all it does is buff the passive, but not quite to a comparable level of survivability as other Warframe abilities like Ember's heat meter. Lastly, its debuff is too hard to see.
    • Suggestions:
      • Make the debuff brighter and more obvious.
      • Cast cost should be decreased to 25 or 50 as a channeled ability; remove duration from the active ability itself, and move it to the debuffs, which should be on an independent timer.
      • Xaku's Warframe parts should remain in play, constantly swirling around them to deal the listed Void damage per hit and reapply the debuffs. That damage could stand to scale (very slightly, with reduced base damage, not a nuke), and/or reset Sentient resistances in and of itself.
      • The survivability buff should be at least 90%, applying to AOE as well. That would synergize with any buffs/additional effects to Xaku's passive.
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You're getting lots of data with Xaku so I'll just type down some possible buffs to void damage and procs - whether in general or only from Xaku

  • increase incoming ability damage by 150% like viral but for spells
  • nullify and weaken elemental resistances on the victims down to a maximum of 50% vulnerability, same effect as viral but a different way of getting there
  • prime for void explosion combos, like biotic explosions from Mass Effect. Trigger a void proc then a proc from another element to detonate a matching elemental explosion with a satisfying kaboom sound.
  • void procs also increase punchthrough on projectiles passing through the victim, naturally increases damage from the magnetic bubble proc as projectiles pass through the victim many more times
  • shrinks victims, little bit of a thematic link with the giant finger in the void engine, smalls and giants
  • half of damage inflicted on voic proc victim travels to enemies in the vicinity
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Here's some feedback after playing Xaku for a good while! Overall I like them but:

I wish Accuse would be treated like mind control in defense missions: truly considers the turned enemies friendly and if any are left alive, to go to the next wave instead of forcing you to kill all of them.

Deny does very bad damage, and I never end up using it.
Gaze doesn't really do enough for me to consider using.

Their 1 and 2 are fine in my opinion, but I'm sure others have valid criticisms.

The Vast Untime is too expensive for very little return on investment. A timer AND a drain? Please, just pick either the timer or the drain, or make it do enough that would make it merit this kind of cost.

HOWEVER I LOVE the spooky skeleton. PLEASE keep it.

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Warframe - Xaku Rework

In the following I will present my personal revision of Xaku.

Passive:
The Passive should not increase the Dodge Chance but rather the Damage Reduction, otherwise it is simply a weaker first ability of Baruuk.

First Ability - Xatas Whisper

Why: The idea of the ability is actually quite simple and also makes sense, yet in practice it is relatively weak.
Rework: The problem is not the ability, it is the status and what effect it has on the opponents. The Void Damage must get a complete rework, even if you look into the future and you see the final of the story and duviri.

Second Ability - Grasp of Lohk

Why: This time the idea is good again but a bit bumpy in the implementation. The animation is very awkward and also the way the weapons are taken away.
Rework: Okay you have to imagine the following: The ability is no longer activated by typing but has to be held. In front of you you will see the outlines of a rectangle like Nidus, the longer you hold the key the more the rectangle fills up, but also more energy is needed (25->50). If you release the key you shoot out of Xaku's tentacles which steal the weapons from the enemies inside the rectangle. A maximum of 8 weapons can be placed at the side of Xaku, as it is now. All other enemies within the rectangle can't use weapons for a short time. 
Interaction with other abilities: 
If Xaku's first ability is on, the stolen weapons receive damage enhancement and increased fire rate, and the recharge time of the rectangle is reduced by about 25%-35%.

Third ability - The Lost

Gaze:

Why: The effect given with this ability is very strong, but the range is too small. Also I personally find it very unhandy to need an opponent.
Rework: If an opponent is targeted, the ability is applied to him.If no enemy is available, Xaku can now create a Void Doll that uses more energy but has the same effect, the doll gets the body parts used during Gauze. The Base Range is set to 25m (Max Level), but can be increased if damage is inflicted on the enemy/void puppet, either by Operator or Xata's Whisper. Void damage can be used to increase it to 50m, the range then slowly decreases again until 25m or expire.

Deny:

Why: No "Why", it is good for what it does, but it should interact with the first ability. -> More range and damage.
I don't know if it's like that yet but the beam shouldn't be stopped by an enemy already but go through enemies.

Accuse:

Why: First the warframes that have this ability in the normal kit should be reworked (Nyx, Revenant).
Rework: The whole idea from enemies to friends should be discarded, but Xaku still opens a voidhole. This voidhole doesn't stay only for a few seconds, after rework it stays longer. This voidhole fires small lightning bolts in an area, if enemies are hit they will be confused for a few seconds.

 

Fourth Ability - The Vast Untime (or the "Black Hole of Energy)

Why: The energy consumption is much too high for this ability and its effect. Also, the Dodge Chance is a bit unnecessary.
Rework: The energy consumption should definitely be changed, I would even go as far as to abolish the energy costs completely. Xaku would become one of the frames that have a new energy source. Xaku gets a Void Tank, every time Xaku does Void damage this tank fills up. If you activate this ability your tank will be emptied completely, depending on how full it was the bigger and longer the ability will be, but a minimum is needed to use the ability. This regarding energy costs. The form of the abilities also changes. Because of the tank, Xaku has more void energy than needed to hold himself together, he uses this excess void energy to create a sphere around himself. Everyone inside this sphere becomes vulnerable to Void Energy, and he gets extra Damage Reduction and keeps his Speed Buff. If this ability is activated, all abilities activated by "The Lost" are immediately cancelled. During this ability, the Void cannot be refilled. Calculations:
duration = 1% -> 1s
range= 1% -> 1m
Minimum by Activate= 25%
Maximum= 100%
The range remains the same until the end of the ability.

 

These are my ideas to make Xaku a strong warframe.


 

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On 2020-08-25 at 5:00 PM, Erl-King said:

About Xaku skeletal form - it looks really awkward with default animations, like a something from a tech demo.
I think DE should have went with a spectral-ghost theme instead of a terminator-like skeleton. Remove skeleton feet and give skeleton form Wisp floating movement animation. Suddenly we get much more impactful transformation - from a walking living armor to a levitating void spirit that holds the parts together. We already have Valkyr, whose 4th ability slightly changes her animations (sonic roll on jumps), so I suspect changing animations on transformation wouldn't be unprecedented.

You leave those bones alone. I like it. I can dance to spooky scary skeletons. Shoo go away.

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So, got Xaku finally and played with them yesterday and today. This frame is bad. Xaku relies on just about every ability stat (strength, range, duration). Trying to balance these stats out does nothing, as their base stats are so low to begin with. And if instead someone were to try to min-max, that would actually do more harm then good. I suggest giving huge buffs to all catagories (range, stength, duration). 

 

1st ability is fine in its functionality, but just too weak. Buff the bonus it gives.

 

2nd ability needs a range buff bad, as well as duration. Apprently it scales, but because its void damage, its not doing much. 

 

3rd ability (Accuse), why is the number of targets affected relying on strength? Makes no sense to hit multiple enemies within the radius, but not all of them turn corrupted. Also make it to where enemies consider Xaku an ally, and never attack them when no enemies are around. More range wouldnt hurt, either.

(Gaze) needs range buff as well. Wouldnt hurt for more duration and defense debuff, considering Xaku relies on all stats.

(Deny) just doesnt have a real use. I expected it to be weak, so no surprise there, but cc for only what is in from of you isnt that great. At least Titania's first ability works in a cone. I dont see that with Deny. It also doesnt help that void damage as a whole is just not a good damage type (more on that later). Theres gotta be something better for Deny, maybe instead of a void beam, a radial ability instead, so you can cc enemies all around you? (As well as strip Sentient resistances)

 

4th ability Vast Untime, I dont understand why there is a drain and timer. Go with one or the other. If going for the channeled (drain) route, The energy drain has to be reduced exponentially. Although I would suggest duration based instead, with high duration, so Xaku doesnt burn through their energy as much as fast, and with the suggestion I have for this ability here. The 75% evade just doesnt do anything. It was never a reliable mechanic with Titania, and isnt good here, either. I would take dmg reduction instead, honestly, but thats just me. Also, instead of the shrapnel from the ability needing to be recast to constantly hit enemies, why not make the body parts fly around Xaku instead? That way, the parts are in constant motion orbiting Xaku, thus constantly hitting enemies and keeping up the damage bonus for Void without recast, which would work well with this being duration based, as mentioned earlier when coupled with casting the other abilites. The range would need to be a nice size, so many enemies are susceptible to the Void damage that only Xaku can use (and operators). 

 

Finally, Void damage is just not good. Years playing this game told us that Void is dangerous to anyone who comes into contact with it, except us tenno. Its even outright poisonous to Sentients. Someone had a good comment for making Void damage better then what it currently is. It doesnt even do extra damage to Sentients, like one would think. Here is someone's suggestion for taking void damage into the right direction:

 

4 hours ago, (XB1)SirMilkfiend said:

You're getting lots of data with Xaku so I'll just type down some possible buffs to void damage and procs - whether in general or only from Xaku

  • increase incoming ability damage by 150% like viral but for spells
  • nullify and weaken elemental resistances on the victims down to a maximum of 50% vulnerability, same effect as viral but a different way of getting there
  • prime for void explosion combos, like biotic explosions from Mass Effect. Trigger a void proc then a proc from another element to detonate a matching elemental explosion with a satisfying kaboom sound.
  • void procs also increase punchthrough on projectiles passing through the victim, naturally increases damage from the magnetic bubble proc as projectiles pass through the victim many more times
  • shrinks victims, little bit of a thematic link with the giant finger in the void engine, smalls and giants
  • half of damage inflicted on voic proc victim travels to enemies in the vicinity

Thats about it I can think of. the Passive is no good, but couldnt say what to do with that. Maybe bonus damage to Sentients and sentient like creations (amalgams, Orb Vallis spiders, or at least I think Orb Vallis spiders, as I thought they were created using Sentient technology to some point)

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On 2020-08-21 at 12:07 PM, SilverBones said:

Xaku is here with all their Void-Channeling glory! The newest Warframe is a creation of the community and has a lot of unique powers:

  • Passive - Xaku has a 25% chance that shots will pass right through them!
  • Xata’s Whisper - Add Void damage to all your attacks!
  • Grasp of Lohk - Take the enemy’s weapons and use them to fight back!
  • The Lost - Cycle through one of three abilities:
    • Accuse - create an area that turns enemies within its radius on their former allies!
    • Gaze - Trap enemies in a Void Cage, reducing Armor and Shields of other enemies in range
    • Deny - fire a Void beam that strips Sentient resistances, and hold aloft any survivors!
  • The Vast Untime - Shed your outer layers to increase your passive evasion chance to 75%, and gain a speed boost! Cast it again to reform!

If you have feedback to leave on the subject of Xaku, then please do so in this thread. Please remember that you should keep your feedback constructive and civil. If you like an aspect of the new content, tell us what you like. If you do not like an aspect, then tell us why, and what you would change to make it better!

 

 

Here are some of my comments after getting Xaku and ranking up to 30.

Neat dodge animation.  I kind of like the look of the 3 armor styles and how they color, although I'd bet the asymmetry isn't appealing to everyone.

Acquisition:  The component blueprints are easy enough to get from the quest and bounties,  The 5 scintillant was maddening and DE should replace every stupid amber ayatan star reward in bounties with scintillant instead. Not really a Xaku issue but nothing in Deimos irritates me quite as much as the scintillant hunt.

Cast times for all the abilities seem a bit slow.  Maybe the 4 is appropriate but the rest should be sped up slightly.

Xata's Whisper - Duration seems fine, Bonus damage could be higher, and it would be nice if had some synergy with ability 2 & 3.  I expect we'll get an augment to share this with teammates soon?

Grasp of Lohk - Range sucks, duration should be increased, takes too long to cast, damage could be better or at least synergize with 1.

The Lost - I find this skill really hard to use.  Probably because I am accustomed to playing frames where the cycle ability is on 1 or 2.  I don't like it on 3, but that's just a personal preference and it's probably too late to swap this with the 2, where my muscle memory wants it to be.  I wish I could comment more on the individual abilities, but I just find this skill so clunky that I don't use it much.  Maybe this could be reworked as a single skill that does all those effects at once, or at least make that an augment for it.

The Vast Untime - The range is nice. The energy cost is not. Before Deimos I was hoping for this to be a nice map nuke / debuff, but it doesn't quite do what I was expecting. At least it's nice for breaking a bunch of storage crates.

 

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I would change her 1 and 3 mostly. 1 is a useless damage buff. Well not useless but damage buff is such an uninspired and lame ability. Regardless of the strength you just press 1 every minute and forget about it there is no actual gameplay or tie into the frame in terms of personality.  I would rather simplify her 3 into just accuse and gaze and move deny to her 1. Also reduce the startup time to make it more spammable even if that means reducing damage or stasis or whatever. It is more fun and engaging if you had an option to shoot lots of void beams than the very slow way it is now. 

Also increase the damage/range on 2. I know it has the added benefit of being a disarm, but it is just so lacking in range and damage compared to other frames since you first have to actually get close to a group of enemies and disarm them. Just compare the Xaku guns to the 2 of Protea and you can clearly see a large power gap even though they are both 2 abilities the Protea turrets just have so much more range and damage. When killing an enemy is the best form of CC the disarm is the least important part of the ability. Also you need an option to cancel or add guns during a cast. Getting one gun and having no way to cancel the ability and having to wait for the duration to run out is so frustrating. 

Her 4 drains too much energy. Either have it be a base cost or a drain over time ability not both. If you want to keep the high energy cost Xaku should gain additional power while using her 4 in terms of attack speed, damage boost, or some other buff so it becomes more like a valkyr super form than just being only a defensive utility with a high energy drain. 

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I've only had Xaku about 2 days so I haven't learned all their ins and outs yet but most of my initial impressions line up with the other stuff I'm seeing in this thread.

1 - I'm still experimenting with this one. It hasn't blown me away but I do wonder if there's some potential to use it to stack another status with condition overload on a melee, which could be promising.

2 - I find Grasp of Lohk to be a lot of fun (who doesn't want to snatch some cool floating ghost guns to help them out?) and do solidly ok damage as long as I grab at least two or three at once. They aren't game changing, but they're a nice assistance in a crowd of enemies. I haven't tested them on very high level or steel path enemies yet but they performed decently on at least Uranus and a fairly advanced lich murmur mission. The fire range is pretty pitiful though, even with range mods on. Without a range mod you have to stand still directly next to an enemy for the weapons to target them which is absurd.

3 - The cage ability is the only one I really use, but its debuff radius is extremely small and effect not particularly noticeable, so I still use it rarely. The thrall ability feels pointless; the enthralled enemies don't seem to get any strength or AI buffs so you just have two weak grineer lancers awkwardly punching the guys next to them while ten more just walk right past. Plus there's no obvious mark to signal to other players that they're allies besides a slight glow so they're almost immediately killed.

4 - I mean it looks ridiculous, I call it "nakey Xaku time." But I don't mind that it's a little silly, I just want it to play well. I think it definitely needs some serious buffs. I think increasing the speed and damage significantly would make it feel better, more of a glass cannon, which is what the armor falling away seems to convey. I also think the energy use is way too high. Even modded for duration it eats through my whole energy bar so quickly.

The problem is in order to mod for duration and efficiency to make their 4 viable, I would need to sacrifice the range and strength needed to make their 2 and 3 (and also 4, really) viable. It's so hard to balance what to mod for with Xaku. Add that to the fact that they have fairly low base shield, health, and armor, meaning I would need to include something for survivability so that means sacrificing more in terms of abilities.

Overall I think Xaku would probably require a lot of investment from me in terms of potatoes and forma in order to become even a "decent" frame, and considering their very niche uses (seemingly just for the very few places one encounters sentients, minus the eidolons which are one of the biggest sentient draws in the game) I just can't justify sinking that much time and resources into them at this point. I really would like to at some point in the future and really hope they get reworked or buffed a bit because I do think the concept is really promising.

 

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General impression: good for nothing, squishy and ugly.  Yeah, it's a broken warframe by initial concept. But you have implemented this idea little bit too well...

 

This frame has 3 main problems.

1) Void damage type. Just void damage type. The worst and the most obsolete damage type of the game. 

2) Lack of synergy between the abilities. Only ultimate gives something to the others.

3) All abilities have rather weak base characteristics. So you need boost range, strength and efficiency in one build. The most ugly case is the ultimate,

 

Now, about Xaku's abilities separately.

 Xata's Whisper

a) Too low base magnitude. 26% of unmodded value is too weak. Shock, Smite, Fireball and other damage infusion abilities have 100%. Yes, they demand augments, but all of them provide aditional functional, not only damage buff.

b) Void damage. It's weak not only because there are no vulnarable mobs, but a lot of resistant ones. The worst part is its status effect. Just forget about headshots.

Grasp of Lock

a) Damage type, again.

b) Low base radius. You should really jump into a group of enemies or it just won't work.

c) Too long cast time. At low levels mobs just die faster than you cast the ability. And at high levels you die faster)

d) It's not a problem itself, but it would be nice if the ability has a synergy with the first one - it could provide a damage buff to the "stolen" weapons too.

The Lost

The only good version of the ability is Gaze. But it has toooooooooo looooooong cast time. And low base radius. And no synergy, again.

Accuse has the same problems as Revenant and Nyx abilities.

Deny is a boring nich ability against Sentients. Anyway, none will use it, because there is Mesa)

The Vast Untime

a) The main problem is too large energy consumption. It has both activation cost and energy drain. And the activation cost is 100. And you need cast the ability a lot for the damage vulnerability, or your other abilities will be not very useful...

b) Dodge chance is quite a weak bonus. Xaku itself is rather squishy. If it would be damage resistance...

c) The skeletal form is ugly as hell. And just looks fun with the current animation set.

 

So, I have a suggestion. Don't touch Xaku's active abilities. Change only its passive: allow us remove and change all 4 active abilities through Helminth system :D

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So here's how to make Xaku decent yet entertaining, without putting a ton of time into a rework;

 

First ability; it's duration scaling is too high compared to other abilities, the damage type is the worst in the game. 

Solution; change it to a ball, just like Ember's, this way it does not debuff all of our attacks for a ton of time with the worst damage type, but can still be used to reset sentient resistance. This can also make it usable against Eidolons without breaking the game.

Second ability; it's duration is too low, it's range is too low, it's damage is... too low. 

Solution; increase base range, increase scaling. Now it's possible to build for it because it is not so heavily dependent on 3 different values. 

Third abilities; they have the same problems as the second one + casting time is too high. Everything's dead before any casts goes trough.

Solution; increase base range, increase base damage, lower casting time. No need to touch the armor stripping values, they're fine. It's just unusable because of the small range and long cast. Same thing happens to Accuse and Deny after increasing damage, range and lowering casting times.

Fourth ability; costs too much to cast and keep up, most of what it does is not felt at all, doge is a bad DR mechanic, obviously any hit that goes trough will one shot you. But it's the theme, so we'll go with it anyway.

Solution; increase the dodge %, the slow range and %, keep the drain, remove the duration. With such a drain and the statistical needs of the other abilities, + the massive amount of frames with actual good DR, there's no way anyone's gonna build to keep it up anyway. Want to make sure people turn it off? Increase the drain over time.

 

I'm pretty sure I won't get a ton of upvotes on something like this, as everything proposed would only make him decent and not OP, and none of it would warrant a lengthy rework. But I also think that it will be easier, faster and more rewarding for you to tweak a few numbers, revamp another frame's ability and be done with it, as opposed to reworking an entire frame you just put out, and which has great potential as is. No lengthy testing needed, no unexpected bugs, ... 

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we all know xaku is lackluster right now, i dont think anyone is going to pull me up for that claim. But my question is, assuming the numbers on xakus abilities were actually good, would anyone find playing them actually fun? At the end of the day, if all the abilities worked, xaku is a frame that presses 1, 4 and 3 and then does more damage. is that actually something interesting, that makes people want to play it? I feel like if xakus going to have a place in the community, a few abilities need to be completely changed to make xaku for satifying to play. 

For instance, the dodge chance simply isnt fun. Its so hard to notice when its doing anything when fights pick up, and most of the time it doesnt help for long. not to mention it doesnt help against melee, which means it does nothing against infested. another example is xakus 1, which even if the damage was worth using just becomes an ability you always keep up and dont think about. Now, im not one to make a claim such as this and then put forward no ideas myself, so ill do just that. But note that none of what im about to say is anything i expect to end up in the game, i just think it would fit xakus theme while being more fun to play. 

For the passive, i would say use xakus broken armour as defence. Remove shields from xaku, and make only the skeleton take damage to the frames health, and then have each armour piece absorb 90% of the damage it takes into its own health, which scales with xakus armour stat. Then the armour should have weaknesses and resistance, like 25% less slash damage but 50% more impact. If a piece runs out of health, its gone. 

xakus 1 would then, naturally, replace all the armour thats lost and restore pieces that arent lost to full health. Now this might sound like a constant 90% damage reduction, or whatever value is used, but then his 2, 3 and 4 would sacrifice this defence. More on that later. 
xakus 2 would then be xakus whisper, which adds void damage but now also gives xaku energy for each enemy that dies to void. It also effects any allies creates by xaku. However, the armour on xakus body constantly deteriorates for the effect. To let xaku control this, the ability should be a channel ability that can be turned off. 
xakus 3 would, instead of letting you use one of 3 abilities, create a fragment of one or two of the frames that make xaku. when holding the ability, a radial wheel appears that lets you pick one of 3 frames, Seer, Rampart or Arana, from the concept art of xaku. They dont use xakus weapons. and instead have 2 abilities they can each cast, but you cannot have all 3 active, since one must stay in the main body. Creating a frame fragment would use the pieces of that frame, and therefore reduce xakus defence as the armour is no longer on the main body. these 3 would have abilities that suit a certain role. seer could have an exalted melee weapon and a reworked deny. rampart could taunt and use gaze. and arana could heal and use accuse. the ones you use would end up changing to suit the objective or situation, and using 1 would reset all of them to give xaku more armour if the player needed it. 
xakus 4 i dont think should change much. the explosion could corrupt enemies hit, up to a limit of how much armour xaku had on activation. the skeleton would then emit a field of void damage, and xakus movements should become quicker to use that 75% dodge chance it gives. and i dont just mean raw speed, the dodge and sprint should change while the ability is up to be faster and more agile. and then if xaku used the 2, each soldier would be given void damage while also returning energy to xaku.

 

Again, i dont think this is something thats gunna happen, but im not about to demand a rework and make no effort to think of what could be done. To me, these changes would make xaku far more versatile than current, while also giving xaku something interesting to play with, which is what i think is missing from the abilities we have right now. But for how expensive xaku is to build, there just isnt enough thats interesting to play with. I can make him work, despite the numbers, but its just not that interesting

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45 minutes ago, Jynxed66six said:

we all know xaku is lackluster right now, i dont think anyone is going to pull me up for that claim. But my question is, assuming the numbers on xakus abilities were actually good, would anyone find playing them actually fun? At the end of the day, if all the abilities worked, xaku is a frame that presses 1, 4 and 3 and then does more damage. is that actually something interesting, that makes people want to play it? I feel like if xakus going to have a place in the community, a few abilities need to be completely changed to make xaku for satifying to play. 

 

I agree.  Xaku is an overstuffed concept, especially when you compare them to an older frame like Nyx or something.  And they're not even fun to play.  As you point out, there's no feedback on the passive.  There's no feedback on the 1 either, except for an occasional green sphere around enemies.  Void damage really needs to be updated.  It's using basically the same status vfx as Mag's 2, and it looks cheap at this point.

 

And beyond the overstuffed concept and the lackluster void damage, you run into clunkiness.  I'd prefer if the 3 were condensed into one ability that is fluid to use and has impact.  Right now I feel like I'm cycling through a mess of undesirable options, all with slow cast times.  The beam one is absolutely horrific.  Its animation is so slow that you're unlikely to hit anything.  The clustering tentacle defense strip one is... fine, but to make it effective you'd probably have to mod in a weird direction, and as it stands I have plenty of flat out better options for stripping defenses (Trinity, Banshee, Nyx, Ash, Frost, etc.).  The mind control one is bad, because as cool as it looks in a preview video, those enemies are never going to really do anything of worth to each other.  Revenant's Thralls are worthwhile because of how they interact with his kit.  They're a resource.  Nyx can't really say the same of her mind controlled minion, and neither can Xaku of their shimmering conscripts.

 

And there's clunkiness on the 2.  As many others have said, if you cast it (with a slow animation) and find that the cluster of enemies you originally targeted is now dead, except for the heavy gunner, you're stuck with one piddly little weapon until the ability expires or you hurl yourself off a cliff to force a reset.  A lot of buffs in Warframe need help, but I thought we had moved away from these ones that cannot be refreshed for no real reason.

 

To get back to void damage, I say let Xaku damage Eidolon shields, but then "nerf" Xata's Whisper for subsumed frames so that its subsumed version cannot.  This gives Xaku a bit of relevance in a game mode that is not really that important anymore, save for being the only source of riven transmuters that we currently have.  Scarlet Spear is evidently going to return at some point, and those arcanes will likely be available again as well.

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They're fairly weak. Void damage is not a good element type so I don't know why DE gives it only 26% bonus damage for 1. Even with 50% more bonus damage from 4 it still hardly competes to say subsumed Roar and you have to refresh your 4 now and then. 

Their 4 for some reason is duration based but also a channeling ability which makes no sense at all for such a weak utility ability. Either fully based on duration or make it a pure channeling ability. The bonus void damage should just be removed and give 1 a higher value instead.

Their 2 is just useless as does their 3. Range of 2 is too small and its duration too short to make it actually worthwhile to use and build around it. It also has poor scaling and void damage like a lot of people said is one of the worst damage type now. For 3 I see the trend of this cycle-ability but I honestly don't like it. Most of the time only 1 sub-ability is actually useful and this kind of ability usually is just too clunky to use in battlefield. Anyway Gaze is the only good one here but armor strip is not as necessary as it was after the change of enemy armor scaling. Accuse synergizes badly with their 2 (which is not very good in the first place). Deny is ok-ish I guess with that little CC it offers.

Even for the purpose of fighting sentients I doubt they will be better than say a properly built Paracesis. Basically this frame is largely gimmicky and a MR fodder. 

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Objective with these suggestions is that Xaku's 4th ability The Vast Untime can be used permanently while using his whole kit as needed as long as energy is maintained.

Energy Capacity

Increased to 350 to give buffer against eximus units.

Passive (Changed)

Enemies harmed by Void Damage have 5% chance to drop an energy orb.

Xata's Whisper
Energy Cost increased to 50 - due to new synergy with reworked The Lost/Deny and passive.

Augment :) - Allies in range gain void damage for the duration.

Grasp of Lohk

Re-castable and Casting Speed x2 and cost reduced to 25.

The Lost

Casting Speed x2, Range X2 + Duration X4, Energy cost changed to 50.

Accuse

No Changes.

Gaze

No Changes.

Deny

Re-Worked - Xaku emits a pulse outwards (think Hildryn), enemies hit by the pulse gain a 50% (100% power strength) weakness to void damage for the duration.

The Vast Untime

No longer applies void damage

On first cast instead enemies in range are ragdolled away from Xaku.

On second cast or expiry all enemies in range are ragdolled towards Xaku. Cool down of 10 seconds before being recastable.

Duration Removed, Rank 30 drain reduced to 2/s, casting cost the same.

95% damage reduction - with no armour Xaku's needs to be able to survive touching a toxin cloud or rolling over a hazard....

 

TLDR
Right now Xaku's whole kit competes with its self - energy, range, duration and strength!?

Xaku's kit is not viable above level 50 or sortie 1, at which point you are relying on your weapons and operator to stay alive, and may as well use another frame.

Has way too much energy drain.

Simply not viable against Star chart infested due to zero ways to mitigate toxin and melee damage, imagine if the infested on Cambrian drift did toxin damage then imagine Xaku....

Dies to the first grenade or rocket you are near to.

Dies on Jupiter to level hazards.

No survivability in Steel path, if you make it out of the starting room, its only mater of time before you run out of energy or meet something that one shots you. Banshee has more survivability than Xaku.

 

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Honestly, I got Xaku on release day, and I haven't had the desire to play the frame at all.  Fortunately, after the last few releases I've learned not to hype myself for anything.  EG liches were great, after 6 months.  Why the things that I suggested (ie merging bad % weapons into better ones for a net gain) weren't things thought of out of the gate I have no idea.  Xaku might be decent, 6 months from now.  Haven't had this kind of reaction to a new frame ever to my memory.  Even CCs are saying it's likely the weakest frame release ever.

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THE VAST UNTIME: Amazing name and visuals but it's effects are lackluster. There is no indicator on which enemies are made weak to void damage. These are ideas for a few changes.

Firstly the void vulnerability debuff would work better as an aura so you only have to be in the presence of foes to weaken them. What I think would suit Xaku's evasion based survivability would be Defy's old effect. That ability used to mean that on hitting 0 health you traded energy to cheat death, like a reverse Hunter Adrenaline (and together with Hunter Adrenaline was very strong). For a frame like Xaku who can be one shot due to random number mechanics this would be the answer and perfect compliment to their kit. I even have another idea to add on top this - everytime Xaku cheats death with Vast Untime active their void vulnerablity aura gets stronger making enemies even weaker to their other abilities and weapons.

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I already posted here once, but that was more a full-review (in which I felt most things were fine, save of range issues on Grasp of Lohk and energy/complexity issues of The Vast Untime).  But here I'd like to just list some quality of life ideas (some I already mentioned) to make Xaku is playable as possible with as little change to the balance as possible.

1) The Lost is a neat idea, that each component warframe gives a separate ability, but cycling a wheel is tedious to get to what I want to cast.  I have this issue with Xaku but not Wisp/Titania/Grendel/Ivara/Vauban because I feel I need to go back and forth between Accuse and Gaze (skipping over Deny) very frequently.  I'd probably use Deny more, for the quick stun, if I didn't have to cycle to it.  I propose moving Deny to the 1st ability (perhaps changing the scaling or energy cost to compensate, or just having a 75 cost ability as the first one).  If you tap 1, cast Deny, if you hold 1, cast Xata's Whisper (like the many warframes with element-enhancing augment mods).  Then, you can just tap 3 to cast Accuse and hold 3 to cast Gaze (or vice versa).  This would make Xaku a lot quicker and easier to manage with no impact on the balance.  The one side effect is that Xata's Whisper can be subsumed.  It already provides a means to reset sentient resistance, so it is really just adding a damage/crowd-control ability, which doesn't feel too much different from a Volt Shock.

2) Gaze is a very useful ability for high-end content.  Removing armor and shields is great.  As with all "make an enemy invulnerable" abilities (Mind Control, Lantern, Blood Altar, Well of Life), damage dealt is done in a huge burst at the end.  This damage burst consequently happens after the armor strip is gone, meaning on high-end enemies, it might very well do next to nothing.  I'm better off trying to cast Gaze on as weak an enemy as possible as close to as powerful an enemy as possible.  When I'm dealing with a solo enemy, using Gaze isn't even worth it.  Gaze would be a lot more friendly if the target of the ability were to suffer the burst of damage as if their own armor was reduced by Gaze.

3) Grasp of Lohk targets enemies made invulnerable by Tenno (namely the Gaze target).  First of all, like I just mentioned, the buildup damage isn't useful on high-end enemies that necessitate using Gaze.  Second, if the enemy is weak enough that the burst damage would kill it, there's the issue of how many shots did the guns unload into the enemy that were wasted overkill.  The guns could spend 10 seconds shooting the invulnerable enemy when a single shot from one would have sufficed.  Maybe some Xaku players want to target the invulnerable enemy to build up a burst.  Maybe others (myself included) would rather the guns never target the invulnerable enemy.  I think a good compromise here would be an ability synergy for beams from Grasp of Lohk to prioritize targeting enemies entangled by Gaze, with each beam hit on that invulnerable target chaining to 1 other enemy.  This is a bit more potent of a buff than what I set out to request (that's an effective 2x damage boost), but a lot of that damage is being concentrated on one target and spilling into overkill damage, so I don't think it would be terribly overpowered.

4) Void status doesn't center on weak spots like the Scourge.  Personally, I don't mind this - I'm probably using a status weapon that doesn't need to aim for critical hits anyhow.  It's actually the Scourge I like to use with it.  It is fun to watch the glowy orbs fly off in random directions when the status ends or the target dies.  But my allies might actually be wanting headshots, and this status effect actively makes that harder.  I worry that my frivolous use of status effects might make things worse for my team.  Maybe make it center on the enemy's head, or make it only affect the projectiles of the player that gave the status?

5) The Vast Untime is a channeled ability.  I can run around as a spooky, scary skeleton while it is active, which is cool.  Enemies are affected at the start of the ability, lasting for a duration.  However, new enemies that draw close to spooky-mode Xaku are not slowed or scared of Void damage (at least from what I could tell in testing).  Part of the ability is a self-buff, but I feel like I'd need to cancel it early to re-apply the debuff to new enemies.  The visual effects of affected enemies are fairly minor, which doesn't help in knowing when and where to cancel/recast it either.  Since this ability makes Xaku so much more mobile, I think The Vast Untime would synergize with itself a lot better if the debuff also followed Xaku around.  That is, instead of affecting enemies near the initial cast regardless of their distance from you, affect all enemies in range of you, only for as long as they are in range and the ability is active.  I find myself comparing this ability to Nova's Molecular Prime a lot, since there are many parallels.  Since Molecular Prime expands constantly, it frequently affects new enemies that get close.  Meanwhile, Xaku is forced to recast the ability every time a new enemy enters the room, if they want to maintain the slowing effect and void vulnerability.

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I didn't read all replies (kind of a lot, heh) so I'm sorry if this was already brought up, but ... why do we need to cycle abilities?

Why not simply spread out his abilities, making them use tap vs hold mechanics rather than a clunky cycle deal
(not least with names / icons that aren't super obvious in what they do, alas).

Here's an example of how it could work:

1 - stays the same so that you can just replace it with Roar lol
(But seriously, increase the buff % and / or make Void damage a more desirable damage type.)

2 - tap for Grasp of Lohk, hold for Accuse
Both are AoE enemy manipulation turning their power against them, maybe even give Grasp the same ranged targeting.
(Also make the shooty part of Grasp if nothing else have more range please, e.g. Blaze Artillery has almost quadruple the base range.)

3 - tap for Gaze, hold for Deny
Both are targeted CC, lower Gaze cost (and damage?) to 50 (and 3000?) maybe so both 2 and 3 use 50 vs 75 Energy on tap vs hold.
(Have the Gaze debuff linger for a second or two after leaving the AoE / ending the ability,
not least so that the initial target also gets affected when the stored damage gets unleashed upon them.)

4 - stays the same
(But doesn't really need the drain cost, IMO.)

So yeah, I just think this would give us a much better flow of ability usage.
(Also I still want something along those lines for Booben lol.)

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so i would like to add some suggestions on how to improve Xaku but i highly doubt DE is still reading this thread at this point but here goes anyway-

lets start from the top the Passive - the dodge chance is unreliable for survival... so instead dodge chance now have a bar with 100% chance to evade bullets and projectiles but everytime you dodge the bar goes lower.So how do you refill the bar... by doing special manuevers like rolling,bullet jump,air glide,wall latch etc... and each of them will give different amount of dodge bar.

now lets look at the abilities-

1.Void damage is probably the weakest damage type and even then buff % is pretty low for it to anything great either and it doesnt even work with his 2. What i would do is increase the % number and make it affect his 2 weapons.

2.when i first looked at it on xaku's ability reveal it looked so cool but this ability have way to many downside... slow cast speed, low range , low duration , mediocre damage and cooldown... now to be honest i would keep most of it the same except the damage needs to be way more(some other frames can already kill those enemies by the time you get finish the casting animation for however few seconds you get to keep the weapons) , increase the weapons firing range and most importantly remove the cooldown so you can recast it.

to be honest im kinda bored at this point writting suggestion for something DE arent gonna read anyway so i will just skip the rest. Just one more thing why is his 4 which is a mediocre ultimate have both duration and energy drain?

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Definitely get rid of the channeling cost for their 4th. Either that or get rid of the duration. Having it duration based with a channeling cost is far too energy intensive.

Their 75% dodge chance on their 4th should scale with strength up to 90-95%. Since AoE still affects Xaku, at least allow them to mitigate other forms of damage.

Their 2 could use a little bit more duration but other than that it's a fun, decent ability. 

Their 3 needs more range for Gaze and Accuse. Deny doesn't seem to reliably hit anything, or do any sort of reasonable damage.

Their 1 is fun and pretty strong with the void status effect. However, void damage should be neutral against all damage types. Right now it only geta negative multipliers.

Overall, I actually enjoy playing Xaku. With changes similar to these, I would end up playing them much more.

 

 

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I would like to point your attention to void damage and that it is currently pretty worthless. It is weak to Grineer and Infested, dealing 50% damage to cloned flesh and fossilized. So we have a situation where Xata's Whisper loses half of its effectiveness against half of enemy units in the game.It can strip sentient resistances, but so can our amps. And amps don't cost energy to use. Also, sentients currently aren't an enemy that we fight often, making this aspect of void damage pretty niche.

Void damage should drop damage modifiers altogether and deal 100% of its damage to all enemy units. 

Finally, there is the void status effect that should definitely be something better than a weak bullet attractor. I suggest making void status effect reduce resistance to other sources of damage. For example, if an enemy is resistant to radiation void status will cut this resistance by 10%, up to 10 stacks. Alternatively, it can amplify the effectivness of other statuses.

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